CLICK HERE FOR UP TO DATE NEWS

Saturday, December 6  9:02am

The SiN Files

The newly revamped pages over at www.games.net has posted the 3rd edition of the SiN files. This time your host is our concept artist here at Ritual, Joel Thomas. Levelord takes a shot at me in there.. *sniff*

Zer in PC-Zone

Dave Weiden emailed me about Nihilism Unlimited, the team behind the incredible Zerstorer project for Quake that was released a bit ago scored themselves a feature in the latest PC-Zone Benelux. Here is a scanned image of the article.

PlanetQuake 2

Well, the guys at PlanetQuake are all excited about the upcoming release of Quake2. (Just a few more days!) They are doing all sorts of things over there including site hosting etc of course. They have just opened up several mailing lists for you guys to sign up for as well:

Speaking of Quake2, I saw over on Redwood's page that they are running a contest where you can win free copies of Quake2! Check out the contest page for details on how to score a copy of Q2.

Top 25 Apps

MeccaWorld is at it again ranking stuff in the Quake community. This time they have listed the top 25 patches / apps ever developed for Quake. #1? GameSpy of course. Reaper Bot is up there as well, too bad Omicron came out a bit late, that bad boy should be in there for sure.

Dear Mynx

Forgot to mention dear old Mynx has returned with advice for all you Quake players again. Check out her section on PlanetQuake to answer all of your troubles.

Interviews

What all the homeys are sayin:

Preview / Review Land

What everyone else is saying about the games you play and the hardware you use:

Drivers

The new drivers of the day:

 

Friday, December 5  4:02pm

GLGuide

I've uploaded the new version of the GLQuake Guide here for you guys to use. It's about as in depth as you could possibly ask, so take a look of you use GLQuake or GLQuakeWorld.

Interviews -Update

What all the homeys are sayin:

CTF v4.21

Zoid has released a minor patch for CTF server admins to use. A couple of bugs have finally popped up in the code that needed to be addressed. Zoid didnt plan on releasing anymore CTF versions, but well, here it is from homeboy himself:

Two serious bugs have appeared recently. One in the NetQuake version to do with server logging and one in the QuakeWorld version to do with the grapple. I'm releasing a 4.21 as a very minor patch to the 4.2 code that addresses these two problems. I had no plans to make another release, but these two bugs are serious enough to warrant it. Here is the 4.21 archive (it only contains the new progs, no docs). The 3wave42.zip archive contains full documentation.

Ninja Quake

Gosh.. talk about a dream come true. Ninja Quake has been released on the NinjaQuake homepage.

Sword of Ares TC

Another TC has been released on the PlanetQuake homepage. Sword of Ares.

Descent 3

Wow.. havent heard much about this project until just now. PC Gamer has posted some "first ever" screenshots of the Descent 3 project on their website. Apparently it is an entirely new engine, and new storyline as well. (I'm sorry.. I must have missed something, was there a storyline to Descent 1 & 2?)

TombRaider 2 Patch

Eidos has posted this quick patch for all you TombRaider2 players out there experiencing problems with the CD constantly being accessed while you play the game. (Keep in mind, the CD has to access once in a while, so you might not have this problem)

Q2 on the 12th in UK

Forgot to mention this the other day, word has come out from id / Activision that you should be able to find copies of Quake2 on the shelves in the UK around December 12th.

Preview / Review Land

What everyone else is saying about the games you play, and the hardware you use. <-- new tagline, neet eh?

 

Thursday, December 4  11:22pm

Omicron Bot

Heh, I spent a little too much time fooling around with this bot and kinda forgot to update or something. :) I'll have to give this bot the thumbs up over the reaper, strictly because it's good shaft practice. (Reaper just locks once you get a shaft on him)

Head on over to Ramshackle to download the bot. (It's actually available on cdrom.com, not sure how that still makes it an exclusive.. but um, oh well)

Make sure and download this baby and take it on dm6. Although not really a huge challenge for advanced players, it's great for beginners to intermediate. One gripe.. why the hell did you put that new model / sound stuff in there? I guess so everyone has to have the patch to watch demos of it.. but blah. I was gonna post a demo of it myself until I realized that. =/

Quake2 Ordering

Todd Hollenshead, CEO of id Software has sent out word that you can now pre-order Quake2 from the 1-800-IDGAMES hotline. The cost is $49 plus $5 shipping for domestic sales. (Most of you American punks) Todd says that they will start actual shipping around Monday or Tuesday of next week, but get your order in early!

PingTool v1.5

The latest version of PingTool has been released over at the homepage. PingTool continues to improve and will become comptetive to the boys over at GameSpy if they dont watch out. :)

Gold Quake

Jeff Ross over at PlanetQuake has asked me to link the Quake Golf homepage just to "stake claim" to the project after a recent mention in Brian Hook's interview with Boot. So um, there you go. Jeff is the dude workin on the project. :)

Severed II

The Lone Gunmen have released a new Severed patch that is much improved over the original. You guys may remember a few months back a CD that came with CGW contained the severed patch along with the Hipside Deathmatch level by Levelord. Well this one is even better and has cool chainsaws and stuff to really hack up your buddies.

Forbes Article

Well then, I remember hopping on IRC the other day a bit after that article by Forbes was posted online talking about Thresh. Actually it appeared as though Thresh had written the article himself. Oh how untrue says Gamers Extreme (Freshly re-opened btw) . First off, read this email that Thresh sent out to Blue and myself earlier today:

I just wanted to make it EXTREMELY clear I ***DID NOT*** write the Forbes article. I had one interview with a Forbes journalist months ago and did not say anything remotely close to how it was phrased in the article. They also made it appear as if *I* wrote the article, which I did not. I was severely misquoted, and everything I actually said was taken out of context. I sent an email to and will be calling Forbes to have that article retracted with an apology. I have to question Forbes' motives in making it appear as if I wrote the article and giving me the by-line and writing it in the first-person. Not only were they deceptive in who they gave credit to in the article, but they also filled the article with misconceptions, misquotations, and outright lies.

An example of how they misquoted me:
(Again, this interview was done in person, I never wrote one single word for Forbes) Journalist: What do you think makes you a good player?
Me: Well, I usually have a pretty good idea where my opponent is most of the time. I think this definitely gives me an edge over people I play.

That somehow was manipulated into..
Article: But me, you know, I have an inhuman ability to know my opponent's next move. I always know where my opponent is. And there's no way to really outsmart that ability.

The interview was recorded on a tape recorder, and I hope the journalist whom I did the interview with and who wrote this article will post the actual interview as a .wav file on their website to clear up this outrageous situation.

Dennis aka Thresh

Thresh's Frontline column has posted even more information talking about a conversation held with the Editor In Chief of Forbes calling members of the Quake community assholes or something, he said we can't read? Guess so, cuz I'm sure not reading Forbes anymore. (Not that I ever did.. heh) Oh, here is an email that Tom Winzig forwarded to me that he sent to Richard the Forbes dude, I liked it:

I hope you don't mind if you lose a lot of your subscribers, since we "illiterate assholes" have no use for your magazines anymore!

The gaming community, including such minds as John Carmack, Steve Gibson, Billy Zelsnack, Brian Hook, John Cash, John Romero, etc., etc. is by far the wrong community to insult with the word "illiterate." We are probably the most diverse group on the internet, perhaps in the world. People from all walks of life count themselves as happy online gamers, including -- no doubt -- some of your very own staff and friends!

Of course, instead of reading your magazines anymore, I suppose I will just stick this whole matter "up [my] ass" as you suggested so eloquently in your recent comments.

You are a very, very classy person. I understand why Forbes hired you as editor-in-chief!

Interviews:

What all the homecuts are sayin:

Preview / Review Land

What everyone else is saying about the games you play:

Drivers

A few new video drivers for you people that happen to have these vid cards:

.plan Wagon

Here is the master plan:

 

Wednesday, December 3  11:22pm

What? Cheat? Huh?

Zoid has updated his .plan talking about how they want to address cheating in Quake2. What he is looking for is um.. well, just read the .plan, here ya go:

Dec 03/97

As I mentioned in an earlier plan update, cheating is still a problem in the current Quake community. John Carmack and I want to take a look at what we can do to curb some of the easier methods people are using to cheat.

I'd like to request that people email me with known ways of cheating in Quake and QuakeWorld. Clever hacks, pak file changes, etc. Tell me how proxies can give you that extra edge. I'd like to collect this information and work out ways with John in preventing or making it extremely hard to do.

Cheating is an unfortunate reality, but if something simple can be done to lessen its impact, we'd like to do it.

/// Zoid.

Order Q2

Well, stating the obvious is sometimes best. Blue got word from Todd Hollenshead of id Software on ordering Quake2:

We'll be selling through 1-800-IDGAMES, as always. We expect to begin taking preorders any day now (as soon as we can get the web banner up). We actually line up just like the retailers for product, so we won't have it any sooner than you can get it in stores, but you will get it mailed directly to you.

I'll be damned..

Yea, something incredible has happened, the weekly sections, after a 1.5 week break, have been revived. Starting out of course with some wisdom from the family. :)

GLDoom Status

Lots of people got all nutty after John Carmack's recent .plan update talking about the Doom source code. I'm sure just about everyone who is a true Doom freak is aware that Jim Dose here at Ritual was handed the Doom source code a little while back with the intention of creating an OpenGL port of Doom to run on 3D cards. Well Jim has sent out this open letter to everyone describing his progress on the project, here is a brief quote from the mail, or click here to read the entire thing.

Hi folks!
I've been a right bastard about not keeping up with my GL Doom email, so I thought I'd send a general email out to everyone who asked. I lost all my e-mail a while back when my hard drive crashed, so if you know someone who asked but never got a reply, please let them know I wasn't trying to blow them off. :)

I haven't had as much time lately to really work on the conversion. I currently have the renderer drawing the walls and floors as texture spans as the are in the software renderer. There's lighting on the walls, but not the floors, and sprites are being drawn, but not with the right texture. I figure that this is one nights work to get the game looking "normal". I haven't tested the game on less than a p200, so I'm not sure how it will perform under the average machine, but I don't expect it to be blindingly fast because of the number of spans that have to be drawn each frame. Rendering as polys is definitely the way to go.

Also, Millenium, webmaster of SiN CiTY opened up a GLDoom page a couple of months ago, I don't know of any other websites offhand dedicated to Jim's project, but if you are waiting for new news, Patrick's site is the place to go. :)

BLT

Makin a Q2 Map?

Suicide20 forwarded me this email from PaulJ giving advice on just what to do when wanting to convert your Quake map over to Quake2.

If you hold off putting entities (other than lights) in your maps until you have a bonafide Q2 editor in your hands, and use easily replaced textures, you should be able to convert a Q1 map into a Q2 map. If you work with a text editor on the text version of the .map file, you should be able to do search and replaces on most conflicting items.

Even so, I hacked around on it this morning and wasn't able to load a map into QE4 (though QE3 would load the original).

Some notes:
- Teleporters are pad-like entities now (not window frames) and don't easily convert between formats.
- Textures will need to have a wad path attached to them. e.g.;
"e1u1/texture_name 0 0 0 1 1"
- The Q2 palette is substantially different from the Q1 palette.
- It's "ammo_bullets" not "item_bullets"
- There is nothing in Q2 out of the box that corresponds to Invisibility.
- Grenade launchers use a grenade ammo.
- DM spawn pads fill a roughly 64 x 64 space.
- Skins are fragmented, more like the Hexen two model than the Q1 model.

Ion Newsletter

Billy over at Ion Storm sent out word that the latest issue of the Ion Storm newsletter has been posted. It's huge as hell and always a good couple of days reading. (I never seem to finish reading the updates in one day.. lotta stuff there!)

Thanks

Yes, there is a nice blurb about my page and me in the latest Computer Gaming World. It makes me feel all warm and gushy inside knowing that people care. I appreciate you guys pointing it out, and even scanning the article for me! (Richard Paul, thanks man)

PGL

There is word on the PGL page that they will be announcing who made it into the 128 man "league" for the season they are about to play shortly. Um.. I'll have more information about this shortly actually. :)

Articles

Some cool stuff for you boys and girls to read:

Interviews

Couple more interviews for you puds to read: (note: puds = term of endearment)

Preview / Review Land

What everyone else is saying about the games you play:

.plan Wagon

What all the homeys are sayin:

 

Tuesday, December 2  6:02pm

Quake2 on December 9th

Redwood just got word from Kevin Kraff of Activision that Quake2 should be hitting store shelves around December 9th. Kevin also sent along 3 banners for you guys to gaze upon for um, about 7 days while you wait. :)

SiN Cover

w00, SiN has scored yet another magazine cover. This time with OGR Magazine, (Computer & Net Player, but recently changed their name) We just got a few copies of it here in the office, they did a great job.

Quake2 Stuff Galore

<gone!>

We produced a total of 15 tracks for Quake2. One thing that id requested before we started the production, was that the music should have a "Doom" feel to it...just listen to the original doom music and imagine real drums and heavy guitars.

We mixed these elements with some sonic mayhem flavor and came up with a soundtrack that will set new standards in terms of production and quality.

The Source of Doom

Well now, it seems John Carmack over at id Software is feeling chatty lately. His 2nd very large .plan update in as many days. This time he covers the much anticipated Doom source code release. Oh, and Quake2 is great. :)

WA couple things I forgot to mention:

DOOM source. Still planned to be released Real Soon Now, but there is some work that needs to be done on it first to remove the sound engine, which was written by someone else.

Our Quake editor. It will be released with the tools, but it really isn't going to be all that useful to many people. Most people will be better off with one of the actively supported editors designed for normal machines.

There is no documentation (Steve Tietze at Rogue has talked about writing something, though). It is designed to run at 1280*1024 resolution on a fast, fully-compliant OpenGL driver. It was designed for high-end boards like Intergraph realizm, 3DPro, and Glint boards, but it also runs ok on 8 Mb consumer boards like the permedia II and rendition V2200. It will NOT work with voodoo or powerVR. It is unlikely to work with voodoo rush, because of framebuffer size limits, but it might work at a low screen resolution. It might be workable on RIVA cards if they do some fancy work disposing buffers between window renderings (they are a 4mb card, but the textures can stay in AGP memory, so it will almost be enough). I'll work with them if they want to give it a try.

Right now, only 3Dlabs has a full OpenGL driver on win-95 (and it is a little flaky). All the other cards would require you to run NT. Over the next several months, most of the major vendors should be releasing full OpenGL drivers that work in '95, but there are no firm release dates.

A comment to the people complaining about the release not having Their-Favorite-Feature:

A software project is never, ever completely finished. If you wait until EVERYTHING is done, you won't ship at all.

Would it have been the right thing to delay releasing Quake 1 until I had written the glquake code and the QuakeWorld code? Or we had gotten Paul to build us all new models? Or we had made all new maps that hang together thematically?

If we had, we would be releasing Quake right about now. It would be a much better game (it would be Quake 2), but all of the enjoyment that everyone has gotten from Quake would have been lost. It would have been the wrong decision.

Quake 2 is great, and it will get better yet after its release.

Target Quake

Avatar, who always has something quite wacky and creative up his sleeve has done yet another TC on his own. (Check out the dudes homepage, he is always working on something) This time it's called Target Quake. I happened to see a beta of this thing a long time ago and it impressed me even back then. I can't wait to check it out in the completed form.

Half-Life Stuff

The Half of It page has posted some images that can be found in the latest PC Games Magazine. VooDoo Extreme recommends "dropping some fundage" to buy the latest issue.

BattleSpire

BattleSpire, that cool looking 3d game that I had posted screenshots of originally right before E3. Is hitting the store shelves. Apparently there was supposed to be a 3dfx enhanced version of the game by Bethesda, but things didnt happen. It still looks to be way cool though. (Hell, I personally dont play 3dfx enhanced Quake, and probably wont use 3dfx for Q2 either)

QStat v1.6

Saw on Blue's that QStat v1.6 "Final" has been released. Sounds like we wont see another version of this well evolved log parser util until Quake2 support can be included.

QWF Pack #3

Quake Women's Forum Skin pack 3 is available on their website.

Preview / Review Land

Everyone elses opinion on the games you play:

Interviews

What all the homeys are sayin:

 

 

Monday, December 1  11:52pm

Quake2 Manual

The id Software page has posted an online version of the Quake2 Manual that makes several points clear that people may not have known earlier. As of right now there is no cooperative mode available in the version that is shipping. That will come out later in a patch hopefully, but not for sure. Also, It was mentioned earlier in some .plan updates, that Rob Zombie did indeed do the theme song for Quake2, with the rest of the soundtrack coming from Sonic Mayhem.

btw, sorry the updates werent very big today, things should calm down around the office (what's left of it) soon hopefully.

Articles

Some liesure reading for you guys:

Quake2 Gold

Well, John Carmack has confirmed it, Q2 has indeed "gone gold" here is what he had to say:

Quake 2 has mastered.
Where we go from here:
Point release.

We should have a Quake 2 point release out shortly after the game gets in your hands. We intend to fix any bugs that turn up, improve the speed somewhat, and optimize for internet play in various ways. We will also be making several deathmatch only maps.

Deathmatch in Q2 has gotten a lot of lan testing (Thresh, Redwood, and Vik Long helped quite a bit the last week with tuning), but not much internet testing. There are probably gaping holes in it, but we will address them soon.

The deathmatch code in the shipping Q2 is also not designed to hold up against malicious users -- there is no protection against clients being obnoxious and constantly changing skins, chat flooding, client-side cheating, or whatever.

Q2 does checksum maps on the client side right now, so cheater maps won't work like they do in Q1, but cheater models and skins are still possible. I have some plans to combat that in the point release, but there are a lot of forms of cheating that can be implemented in proxies that are fundamentally not detectable. I can make it very painfully difficult for people to implement such things, but a very clever person with a dissasembler just can't be stopped completely.

The server code and network protocol should be able to support ultra-large player counts, but I know I need to do some low-level work to get around operating system buffer limits before it will actually work. We will test at least a hundred players in a giant map for the point release, but we won't actually address the issues of making a rational game at that level (chat hierarchies, team spawning, etc). I am very much looking forward to seeing what the user community creates on that foundation.

It is likely that the point release may have incompatable network protocols and savegames. Fair warning.

Q2 Demo.
After the point release, we will be making a new demo release. If you experienced compatability problems with q2test, or were unsatisfied with the quality in some way, you should look at the demo. The final product is much improved.

Q2 Ports.
We are commited to Win32 Alpha, Linux, irix, and rhapsody in that order. It is likely that a bunch of other ports will come later, but no promises. The presence of hardware-accelerated OpenGL on a platform will improve it's odds a lot. Zoid will probably prioritize Q2 CTF over other ports, so hold off on bugging him about ports for a while.


Development tool release.
I will basically be making publicly available a subset of the directory tree that we will deliver to our licensees. All the utility source code, the game dll source code, and probably some example source media -- .map files, artwork, model source, etc.

Q2 mission pack.
Most of the company will be working on a mission pack while Brian and I write tools and technology for trinity.

Trinity.
I am going to rapidly wean myself off of working with quake so I can concentrate fully on new directions. The evolution of the Q2 codebase will be left to John Cash (until the mission pack ships) and Zoid.

Everyone should keep in mind that any next-generation game that we produce is a LONG way off, so don't start getting all worked up over it, ok?

For the curious, it does look like java is going to start playing a significant role in our future projects. All of the lightweight utilities will be java applications (some requiring OpenGL bindings). The heavy duty number crunching utilities will probably stay in C. It is still unclear how much of the game framework and the level editor we can get away with doing in java.

Oh, and um.. status of manual labor: Just finished networking and hubbing the new temporary artist room, joy.

Stuff that Sucks

Real manual labor.. yea.. we are in the middle of moving things everywhere as they rebuild the offices here to give us about 3 times as much room for our nice little company. (Gonna have a TV room, pool table etc in the office, w00!) But right now the artists are homeless for a few hours. (The get to move twice while all this goes on) Hell, then when they get in there Mark and I get the excitement of networking them.

I'll see how much stuff I can get done right now though. Including updating the rest of suckage. :)

Quake2 Stuff

Skillz Tourney

The opening round of the Skillz contest hosted by http://skillz.stomped.com has begun and hs! has some big prizes to give away to the winners. There are hundreds of people who entered, so make sure to show up for your matches, chances are there will be several forfeits in the early rounds.

SiN Interview #3

It's the first day of a new month, so that means there is a new interview. This time on The Monthly Interview, newly hired level designer Charlie Wiederhold. www.brutality.com/sin

Also on the interview front is Leann from the QWF, she gets under the microscope with Focus on Quake.

Unreal Software Renderer

Mark Reign made a pretty interesting post to the MMBoard concerning Unreal and the software renderer, here are the Questions that he answered:

: Well if I'm not mistaken we were told to forget about all the old shots in a UA session awhile ago as they did'nt represent the current (then current) version of :Unreal.

They represent the visual qualities of the engine but not necessarily the current game content.

: And I think its fair to say that most people (me included) dont have the luxury of 3DFX/MMX stuff, and that most people (me again included) wont have 3DFX/MMX stuff when Unreal comes out.

I agree with that. It's easy to get caught up with what you can do on high-end systems but the majority of potential customers won't have systems like that when Unreal is released.

We're right in the middle of reworking the software rendering code in an effort to provide nearly the same kind of stunning Unreal visuals you see in the 3DFX shots but on more 'normal' machines.

I showed an early unoptimized version of this during editor demos at Comdex but we have no real game levels built in this new version yet. Once its totally debugged and the level designers get their levels running in it we'll probably release some new software-rendering screen shots. We're also hoping to release a few comparison screen shots showing software rendering vs. hardware rendering. I have no idea when this will be - probably not for at least 2-3 weeks.

QBall Beta 4

Pak of Quadulem Entertainment has released the 4th beta of their Quake conversion,

Turok

The PC version of Turok is now shipping, so check your local software store and grab a copy, although I'd suggest buying the N64 original myself. -VooDoo

PGL II

Well, after a bit of research into the matter of Thresh's qualification into PGL, Chookman sent me this email quoting rules found on one of the many PGL pages:

"All PGL players need to qualify for the league at the beginning of each 3 month season. After registering for the season players (no more than 5000 total) will participate in a online, rankings-based, qualification period to determine the top 128 players who will qualify for the league. Some exceptional players may receive byes for the first season due to past performance, achievements and statistics. Therefore, they would not have to qualify for the league. The number of byes rewarded will be subtracted from the 128 available slots. The difference will be the number of available slots for that season. For example, if 8 byes are given then there will be 120 slots available (128 - 8 = 120)."

It looks like Thresh is in. Fair? Professional? Hmmm.... One thing for sure, I hate to be the guy sitting at #120-128 and get bumped by a person with a bye considering that they don't even announce the numbers of byes available. For all we know, there could be 128 byes! Adios,

Now guess what, I also sympathize with Thresh. my guess is the poor guy would show up on servers and everyone would just drop out because of not wanting to compete with him. Hell, if I saw that nick join my game, I would drop too, why play someone of that caliber in the FFA's when you are trying to get a good score? (The dude has 149 kills and a single death) This would of course have been remedied fairly easily by letting Thresh play under a different nick in the FFA's.

Oh, as for my 2 cents on those rules... uh, I'll agree wit Chookman there. My experience was I just goofed off for a couple hours, not really playing my best but enough to qualify. (Or so I hope) and I ended up in the 50's ranking range. It's really gonna suck for that guy who is ranked around 123 or so and he as of right now really does not know if he's in or not. It all depends on how many players PGL decides deserve a "bye" into the next round. This of course could have been remedied easily by just designating players who get a bye before the FFA's even started. Instead of just stating "Some exceptional players may receive byes"

Ah, and one more thing.. since I'm sure you are all thinking "If you think this thing is so unfair, why did you enter?" My answer: "I'm one of those guys with a 70ping who has the unfair advantage, why pass up the opportunity to win free stuff?" Hell, I'll probably fly down to California and play with a 30ping for the later rounds. Now all I have to do is figure out how the hell to get rid of this funky mouse acceleration that I seem to get when playing on TEN...

Preview / Review Land

Everyone elses opinion on the games you play:

.plan Wagon

What the homeys are sayin:

 

 

Sunday, November 30  2:22pm

EG Owns!

Clan EG, Evil Geniuses have won the Genocidal HPB tournament. Defeating Clan Wicked Demise in 2 straight matches. There are a couple of demos available on the homepage. (Although I watched a couple mins of one and I have to say the camera work was less than exciting.)

No Thresh in PGL?

Well, I just showed up this morning and played 2 hours worth on the PGL server to make a feeble attempt at becoming a "pro gamer" and thought this was newsworthy:

I was on the server until the 12pm EST cutoff, and apparently Thresh did not finish up with 250 frags before the deadline. Talk about a nutty turn of events eh? Now considering this is a professional league, they can't go making special exceptions either, bummer. It's anyone's tournament now. :)

I made it btw, w00! I'm now a professional gamer! I gotta call mom!

YPOD

As announced yesterday, the YPOD TC for Quake has been released. Here is the file, (Will be avialable around 4pm pst)it's a bigass 13 or so megs so uh, be prepared to wait a while. To recap, it's Doom, but in Quake. :)

Update: There is also a QuakeWorld fix available for download at the homepage.

2Fort5

I'll be damned, could people actually start playing a map in Team Fortress aside from 2fort4? Could it be 2fort5? Ok.. it's not a big departure, but at least it's an update to the map that everyone knows inside and out already.

AirQuake v1.0

Here ya go, AirQuake has finally hit version 1.0. Check out the homepage and download your copy of what is probably one of the top quality TC's out there.

Older News

Copyright Steven M. Gibson